Campaign of the Month:
September 2012

A Manifestation of Chaos

Epic T Feats

Tactile Trapsmith
(Complete Adventurer, p. 112)
[General]
You can rely on your rapid reflexes and nimble fingers instead of your intellect when searching a room or when disabling a trap.
Prerequisite
Benefit You add your Dexterity bonus (rather than your Intelligence bonus) on all Disable Device checks. In addition, you receive no penalty on these checks for darkness or blindness.

Tempting Fate
(Complete Scoundrel, p. 80)
[Luck]
You are very hard to kill.
Prerequisite Character Level 6, any luck feat,
Benefit You can expend a luck reroll to reroll a stabilization check. In addition, once per day, whenever you have at least 1 hit point remaining and would be dealt enough damage to kill you, you can expend one luck reroll as an immediate action to take only enough damage to reduce you to -9 hit points. You automatically stabilize. You gain one luck reroll per day.
Special Unlike most other luck feats, using Tempting Fate requires no action.

Third Time’s the Charm
(Complete Scoundrel, p. 80)
[Luck]
Your deity smiles upon you.
Prerequisite
Benefit You can expend one luck reroll as an immediate action to use the granted power of the Luck domain an additional time per day. You can only use this benefit immediately after using the Luck domain’s granted power (in effect, this feat gives you a third chance to succeed on the roll). You gain one luck reroll per day.

Three Mountains
(Complete Warrior, p. 114)
[Style]
You are a master of fighting with powerful bludgeoning weapons.
Prerequisite Cleave (PH) , Improved Bull Rush (PH) , Power Attack (PH) , Weapon Focus (PH) (heavy mace, morningstar, or greatclub) , STR 13,
Benefit If you strike the same creature twice in the same round with your heavy mace, morningstar, or greatclub, it must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier) or be nauseated by the pain for 1 round.

Timely Misdirection
(Complete Scoundrel, p. 90)
[Interaction, Skill Trick]
You can divert an opponent’s attention to avoid its attacks.
Prerequisite Bluff 8 ranks,
Benefit If you succeed on a Bluff check to feint in combat (PH 68), your opponent can’t make any attacks of opportunity against you until the start of its next turn. This effect is in addition to the normal benefits of a successful feint.

Touch of Distraction
(Complete Mage, p. 48)
[Reserve]
Your touch briefly clouds the mind of a foe, impeding its efforts.
Prerequisite Ability to cast 3rd-level spells,
Benefit As long as you have an enchantment spell of 3rd level or higher available to cast, you can cloud the mind of a creature within 30 feet as a standard action. The target takes a -2 penalty on its next single attack roll or Reflex saving throw. If the target makes no attacks or Reflex saves within a number of rounds equal to the level of the highest-level enchantment spell you have available to cast, the effect ends. Multiple uses of this feat don’t stack. This is an enchantment (compulsion), mind-affecting effect. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting enchantment spells.

Touch of Healing
(Complete Champion, p. 62)
[Reserve]
You can channel divine energy into healing with a touch.
Prerequisite Ability to cast 2nd-level spells,
Benefit As long as you have a conjuration (healing) spell of 2nd level or higher available to cast, you can spend a standard action to touch a target creature and heal 3 points of damage per level of the highest-level conjuration (healing) spell you have available to cast. You can use this ability only on a target that has been reduced to one-half or fewer of its total hit points. The effect ends once you’ve healed the subject up to half its normal maximum hit points. This ability has no effect on creatures that can’t be healed by cure spells. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (healing) spells.

Toughening Transmutation
(Complete Mage, p. 48)
[General]
Casting a transmutation spell briefly transforms your skin or that of an ally into sterner stuff.
Prerequisite Spell Focus (transmutation) or transmuter level 1st,
Benefit Whenever you cast a transmutation spell, you can choose to grant yourself or any one creature targeted by the spell damage reduction 5/magic. If the creature already has damage reduction (of any type) from another source, you increase that damage reduction by 5 instead. This effect lasts for 1 round.
Special A transmuter can select this feat as a wizard bonus feat.

Transdimensional Spell
(Complete Arcane, p. 84)
[Metamagic]
You can cast spells that affect targets lurking in coexistent planes and extradimensional spaces whose entrances fall within the spell’s area.
Prerequisite
Benefit A transdimensional spell has its full normal effect on incorporeal creatures, creatures on the Ethereal Plane or the Plane of Shadow, and creatures within an extradimensional space in the spell’s area. Such creatures include ethereal creatures, creatures that are blinking or shadow walking, manifested ghosts, and creatures within the extradimensional space of a rope trick, portable hole, or familiar pocket (see page 106). You must be able to perceive a creature to target it with a transdimensional spell, but you do not need to perceive a creature to catch it in the area of a burst, cone, emanation, or spread. A transdimensional spell uses up a spell slot one level higher than the spell’s actual level.
Normal Only force spells and effects can affect ethereal creatures, and no Material Plane attack affects creatures on the Plane of Shadow or in an enclosed extradimensional space. There is a 50% chance that any spell other than a force effect fails against an incorporeal creature.

Travel Devotion
(Complete Champion, p. 62)
[Domain]
You can move quickly around the battlefield.
Prerequisite
Benefit Once per day as a swift action, you can activate this ability to move up to your speed as a swift action each round. Thus, you can move your speed and then take a full-round action, or move and take two other actions (two move actions or one move action and one standard action). This effect lasts for 1 minute.
Special You cannot take a 5-foot step in the same round that you use this feat to move as a swift action. You can select this feat multiple times, gaining one additional daily use each time you take it. You can also gain additionally daily uses by sacrificing a channel energy use.

True Believer
(Complete Divine, p. 86)
[Divine]
Your deity rewards your unquestioning faith and dedication.
Prerequisite Must choose a single deity to worship. Must be within one step of that god’s alignment,
Benefit Once per day when you are about to make a saving throw you may declare that you are using this feat to gain a +2 insight bonus on that saving throw. This feat also allows you to use a relic (see relics, page 88) of the deity you worship.

Tumbling Feint
(Player’s Handbook II, p. 84)
[Fighter Bonus Feat, General]
When you move near an opponent, your acrobatic maneuvers leave him confused and unable to properly defend himself.
Prerequisite Bluff 4 ranks, Acrobatics 4 ranks,
Benefit As a swift action at the start of your turn, you designate a single opponent as the target of this feat. If you successfully use your Acrobatics skill to avoid provoking an attack of opportunity from that opponent, you gain a +5 bonus on your next Bluff check to feint against him. You must use this benefit on or before your next turn. For example, Lidda designates a nearby ogre as the target of this feat. She tumbles into the ogre’s threatened area and continues to tumble past the creature, moving to a square from which she plans to make a melee attack against the ogre. Lidda succeeds on her Tumble check to avoid provoking an attack of opportunity from the ogre, and she moves into her destination square. She can now use a standard action to feint the ogre, applying the benefit of this feat on her Bluff check, or she can take any other sort of standard action, including making a normal melee attack against the ogre. If she chooses not to feint immediately, she can wait until her next turn and still gain this feat’s benefit.

Tunnel Fighting
(Races of Stone, p. 145)
[General]
You are adept at maneuvering and fi ghting in tight spaces and underground passages.
Prerequisite Base attack bonus +1,
Required for Stoneback (RS) , Tunnel Riding (RS) ,
Benefit You do not take a penalty on your attack rolls or to Armor Class when squeezing into or through a tight space.
Special A fi ghter may select Tunnel Fighting as one of his fi ghter bonus feats (see page 38 of the Player’s Handbook).
Normal Each movement into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space a character takes a -4 penalty on attack rolls and a -4 penalty to AC. See page 148 of the Player’s Handbook for more information on squeezing through tight spaces.

Twisted Charge
(Complete Scoundrel, p. 90)
[Movement, Skill Trick]
You can charge in a crooked line.
Prerequisite Acrobatics 5 ranks
Benefit When you charge, you can make one turn of up to 90 degrees during your movement. You can’t move more than your speed as part of this charge. All other restrictions on charges still apply, and you must have line of sight to the opponent at the start of your turn.

Two-Weapon Pounce
(Player’s Handbook II, p. 84)
[Fighter Bonus Feat, General]
When you charge an opponent while wielding two weapons, you can make two quick attacks. You trade the momentum and power of the charge for the opportunity to use your second weapon.
Prerequisite Two-Weapon Fighting (PH) , DEX 15, base attack bonus +6,
Benefit When you are making a charge and wielding weapons in both hands, you can attack with both of your weapons. If you do so, you lose the bonus on attack rolls normally granted by a charge. The -2 penalty to AC from charging still applies.
Special A fighter can select Two-Weapon Pounce as one of his fighter bonus feats. A ranger who has chosen the two weapon combat style can select Two-Weapon Pounce as long as he has a base attack bonus of +6 and is wearing light armor or no armor.
Normal When making a charge, you get a single attack at the end of your movement.